I am trying to extrude this path using Three.js ('M10,10h100v100'). You'll note there isn’t any 'z' command in the SVG file, and it is just meant to be a polyline, going right 100 and then down 100.
When I try to extrude it using Three.js and transformSVGPath(), it closes the shape, as if there were a 'z' command to return to the origin.
How do I make it not do this?
body {
overflow: hidden;
margin: 0;
}
<script type="module">
import * as THREE from 'https://cdn.jsdelivr.net/npm/[email protected]/build/three.module.js';
import {
OrbitControls
} from 'https://cdn.jsdelivr.net/npm/[email protected]/examples/jsm/controls/OrbitControls.js';
import {
GLTFLoader
} from 'https://cdn.jsdelivr.net/npm/[email protected]/examples/jsm/loaders/GLTFLoader.js';
import {
RGBELoader
} from 'https://cdn.jsdelivr.net/npm/[email protected]/examples/jsm/loaders/RGBELoader.js';
import {
RoughnessMipmapper
} from 'https://cdn.jsdelivr.net/npm/[email protected]/examples/jsm/utils/RoughnessMipmapper.js';
var scene = new THREE.Scene();
var camera = new THREE.PerspectiveCamera(60, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set(0, 0, 500);
var renderer = new THREE.WebGLRenderer({
antialias: true
});
var walls;
renderer.setSize(window.innerWidth, window.innerHeight);
document.body.appendChild(renderer.domElement);
function transformSVGPath(pathStr) {
const DEGS_TO_RADS = Math.PI / 180,
UNIT_SIZE = 100;
const DIGIT_0 = 48,
DIGIT_9 = 57,
COMMA = 44,
SPACE = 32,
PERIOD = 46,
MINUS = 45;
var path = new THREE.ShapePath();
var idx = 1,
len = pathStr.length,
activeCmd,
x = 0,
y = 0,
nx = 0,
ny = 0,
firstX = null,
firstY = null,
x1 = 0,
x2 = 0,
y1 = 0,
y2 = 0,
rx = 0,
ry = 0,
xar = 0,
laf = 0,
sf = 0,
cx, cy;
function eatNum() {
var sidx, c, isFloat = false,
s;
// Eat delimiters
while (idx < len) {
c = pathStr.charCodeAt(idx);
if (c !== COMMA && c !== SPACE)
break;
idx++;
}
if (c === MINUS)
sidx = idx++;
else
sidx = idx;
// Eat number
while (idx < len) {
c = pathStr.charCodeAt(idx);
if (DIGIT_0 <= c && c <= DIGIT_9) {
idx++;
continue;
} else if (c === PERIOD) {
idx++;
isFloat = true;
continue;
}
s = pathStr.substring(sidx, idx);
return isFloat ? parseFloat(s) : parseInt(s);
}
s = pathStr.substring(sidx);
return isFloat ? parseFloat(s) : parseInt(s);
}
function nextIsNum() {
var c;
// Do permanently eat any delimiters...
while (idx < len) {
c = pathStr.charCodeAt(idx);
if (c !== COMMA && c !== SPACE)
break;
idx++;
}
c = pathStr.charCodeAt(idx);
return (c === MINUS || (DIGIT_0 <= c && c <= DIGIT_9));
}
var canRepeat;
activeCmd = pathStr[0];
while (idx <= len) {
canRepeat = true;
switch (activeCmd) {
// 'moveTo' commands, become lineto's if repeated
case 'M':
x = eatNum();
y = eatNum();
path.moveTo(x, y);
activeCmd = 'L';
firstX = x;
firstY = y;
break;
case 'm':
x += eatNum();
y += eatNum();
path.moveTo(x, y);
activeCmd = 'l';
firstX = x;
firstY = y;
break;
case 'Z':
case 'z':
canRepeat = false;
if (x !== firstX || y !== firstY)
path.lineTo(firstX, firstY);
break;
// - lines!
case 'L':
case 'H':
case 'V':
nx = (activeCmd === 'V') ? x : eatNum();
ny = (activeCmd === 'H') ? y : eatNum();
path.lineTo(nx, ny);
x = nx;
y = ny;
break;
case 'l':
case 'h':
case 'v':
nx = (activeCmd === 'v') ? x : (x + eatNum());
ny = (activeCmd === 'h') ? y : (y + eatNum());
path.lineTo(nx, ny);
x = nx;
y = ny;
break;
// - cubic bezier
case 'C':
x1 = eatNum();
y1 = eatNum();
case 'S':
if (activeCmd === 'S') {
x1 = 2 * x - x2;
y1 = 2 * y - y2;
}
x2 = eatNum();
y2 = eatNum();
nx = eatNum();
ny = eatNum();
path.bezierCurveTo(x1, y1, x2, y2, nx, ny);
x = nx;
y = ny;
break;
case 'c':
x1 = x + eatNum();
y1 = y + eatNum();
case 's':
if (activeCmd === 's') {
x1 = 2 * x - x2;
y1 = 2 * y - y2;
}
x2 = x + eatNum();
y2 = y + eatNum();
nx = x + eatNum();
ny = y + eatNum();
path.bezierCurveTo(x1, y1, x2, y2, nx, ny);
x = nx;
y = ny;
break;
// - quadratic bezier
case 'Q':
x1 = eatNum();
y1 = eatNum();
case 'T':
if (activeCmd === 'T') {
x1 = 2 * x - x1;
y1 = 2 * y - y1;
}
nx = eatNum();
ny = eatNum();
path.quadraticCurveTo(x1, y1, nx, ny);
x = nx;
y = ny;
break;
case 'q':
x1 = x + eatNum();
y1 = y + eatNum();
case 't':
if (activeCmd === 't') {
x1 = 2 * x - x1;
y1 = 2 * y - y1;
}
nx = x + eatNum();
ny = y + eatNum();
path.quadraticCurveTo(x1, y1, nx, ny);
x = nx;
y = ny;
break;
// - elliptical arc
case 'A':
rx = eatNum();
ry = eatNum();
xar = eatNum() * DEGS_TO_RADS;
laf = eatNum();
sf = eatNum();
nx = eatNum();
ny = eatNum();
if (rx !== ry) {
console.warn("Forcing elliptical arc to be a circular one :(",
rx, ry);
}
// SVG implementation notes does all the math for us! woo!
// http://www.w3.org/TR/SVG/implnote.html#ArcImplementationNotes
// Step 1, using x1 as x1'
x1 = Math.cos(xar) * (x - nx) / 2 + Math.sin(xar) * (y - ny) / 2;
y1 = -Math.sin(xar) * (x - nx) / 2 + Math.cos(xar) * (y - ny) / 2;
// Step 2, using x2 as cx'
var norm = Math.sqrt(
(rx * rx * ry * ry - rx * rx * y1 * y1 - ry * ry * x1 * x1) /
(rx * rx * y1 * y1 + ry * ry * x1 * x1));
if (laf === sf)
norm = -norm;
x2 = norm * rx * y1 / ry;
y2 = norm * -ry * x1 / rx;
// Step 3
cx = Math.cos(xar) * x2 - Math.sin(xar) * y2 + (x + nx) / 2;
cy = Math.sin(xar) * x2 + Math.cos(xar) * y2 + (y + ny) / 2;
var u = new THREE.Vector2(1, 0),
v = new THREE.Vector2((x1 - x2) / rx,
(y1 - y2) / ry);
var startAng = Math.acos(u.dot(v) / u.length() / v.length());
if (u.x * v.y - u.y * v.x < 0)
startAng = -startAng;
// We can reuse 'v' from start angle as our 'u' for delta angle
u.x = (-x1 - x2) / rx;
u.y = (-y1 - y2) / ry;
var deltaAng = Math.acos(v.dot(u) / v.length() / u.length());
// This normalization ends up making our curves fail to triangulate...
if (v.x * u.y - v.y * u.x < 0)
deltaAng = -deltaAng;
if (!sf && deltaAng > 0)
deltaAng -= Math.PI * 2;
if (sf && deltaAng < 0)
deltaAng += Math.PI * 2;
path.absarc(cx, cy, rx, startAng, startAng + deltaAng, sf);
x = nx;
y = ny;
break;
default:
throw new Error("weird path command: " + activeCmd);
}
// Just reissue the command
if (canRepeat && nextIsNum())
continue;
activeCmd = pathStr[idx++];
}
return path;
}
var shapepath = transformSVGPath('M10,10h100v100');
var shapeArr = shapepath.toShapes(true);
const wallSideMaterial = new THREE.LineBasicMaterial({
color: 'rgb(40, 40, 40)',
side: THREE.DoubleSide
});
const blankMaterial = new THREE.MeshBasicMaterial({
transparent: true,
opacity: 0,
colorWrite: false
});
const wallMaterials = [blankMaterial, wallSideMaterial];
shapeArr.forEach((shape) => {
//const geometry = new THREE.CubeGeometry(200, 200, 200);
const geometry3d = new THREE.ExtrudeGeometry(shape, {
depth: 50,
bevelEnabled: false
});
const material = new THREE.MeshNormalMaterial();
walls = new THREE.Mesh(geometry3d, material);
walls.scale.y = -1;
scene.add(walls);
});
function animate() {
requestAnimationFrame(animate);
render();
}
function render() {
walls.rotation.x += 0.01;
walls.rotation.y += 0.02;
renderer.render(scene, camera);
}
animate();
</script>
Please see this JSfiddle:
M0 0 h100 v100 h0 v-100 h-100to make it an "extrudable" polygon shape. See codepen. However, open polylines don't make much sense in 3D space – therefore three.js tries to auto-close a polyline to a polygon.